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This research aims to investigate the effect of computer-based teaching (CBT) on students’ academic success. The research used a meta-analytic method to reach a general conclusion by statistically calculating the results of a number of independent studies. In total, 78 studies (62 master’s theses, 4 PhD theses, and 12 articles) concerning this issue were researched based on the literature review of the articles and theses which involved pre-test and post-test control groups and were...
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In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital...
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Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of...
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Outcome measure
- Learning (3)
Instructional domain (subject)
- Multiple (3)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- Informal education (1)
- K-12
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (3)
Groups of students
- _No mention (1)
- At-risk (1)
School or home
- _No mention (1)
- School (2)
Moderating variables
- Assessments (1)
- Design-type/ testing instruments (1)
- Gender (1)
- Grade/education level (1)
- Length of time (2)
- Peer involvement/group learning (2)
- Student characteristics (1)
- Subject (1)
- Teacher involvement (2)
- Teacher professional development (1)
- Tech structure (1)
- Type of instruction methods (student/teacher centered) (1)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer
- Internet (1)
- Multimedia (1 or more) (1)
Tech Software
- Computer-Based Teaching (CBT) (1)
- Game learning (2)
- Simulations (1)
Tech mechanism
Learning Approach
- _No mention (2)
- Classroom learning (1)
Teacher Pedagogy
- _No mention (1)
- Collaboration (1)
- Game-based learning (2)
- Group learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)
Geography if specific
- _no mention (1)
- Turkey (1)